text: 
  
  /**
   * a HUD container and child items
   */
  
  game.HUD = game.HUD || {};
  
  
  game.HUD.Container = me.ObjectContainer.extend({
  
  	init: function() {
  		// call the constructor
  		this.parent();
  		
  		// persistent across level change
  		this.isPersistent = true;
  		
  		// non collidable
  		this.collidable = false;
  		
  		// make sure our object is always draw first
  		this.z = Infinity;
  
  		// give a name
  		this.name = "HUD";
  		
  		// add our child score object at the top left corner
  		this.addChild(new game.HUD.ScoreItem(300, 10));
  	}
  });
  
  
  /** 
   * a basic HUD item to display score
   */
  game.HUD.ScoreItem = me.Renderable.extend({	
  	/** 
  	 * constructor
  	 */
  	init: function(x, y) {
  		
  		// call the parent constructor 
  		// (size does not matter here)
  		this.parent(new me.Vector2d(x, y), 10, 10); 
  		
  		// create font
  		//this.font = new me.BitmapFont("32x32_font", 32);
  		//this.font.set("right");
  		this.font = new me.Font("Consolas", 8, "white", "right");
  		// local copy of the global score
  		this.score = -1;
  
  		// make sure we use screen coordinates
  		this.floating = true;
  	},
  
  	/**
  	 * update function
  	 */
  	update : function () {
  		// we don't do anything fancy here, so just
  		// return true if the score has been updated
  		if (this.score !== game.data.score) {	
  			this.score = game.data.score;
  			return true;
  		}
  		return false;
  	},
  
  	/**
  	 * draw the score
  	 */
  	draw : function (context) {
  		this.font.draw(context, "BULLETS x " + game.data.bullets, this.pos.x, this.pos.y);
  	}
  
  });
  